Mindflayer
Assigned to:Everyone
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
Mindflayers are IPCs who bonded with a swarm of nanomachines. The swarm posesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strenghtening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department, and the presence of a swarm can be revealed by feeding an IPC who has extracted brain-energy `Conductive lube`.
Beginning assimilation
As a mindflayer, you drain the brainwaves of victims which you convert into usable swarms. These can be used to unlock new abilities or passives, and to upgrade existing ones. You can drain brainwaves from victims by targeting their head on harm intent with an empty hand. After a short time you will start draining their brain. If the victim moves during draining, it is interrupted. For the best effect you should stun them with your swarmprod and cuff them. If you do not have access to cuffs, grabbing them with a neckgrab is another option.
You start with two abilities (apart from your upgrade menu). A swarmprod and "Quick reboot". Quick reboot clears all stuns and heals you for a small amount. Upgrading this ability reduces the cooldown, increases the duration and the healing per second received. Swarmprod is a stunprod which you can extend from your arm. It stuns people on hit, and immediately knocks them down. It recharches on its own. Upgrading this ability increases the rate at which it recharges.
Abilities are divided into a few categories. Passives, and the subclasses. Passives are all always available for purchase. Subclasses only have a few abilities available however. These are subdivided into stages. If you buy an ability from the highest stage you can purchase, you unlock the next stage. Every subclass has an ultimate ability in the final stage, called a "Capstone". This ranges from immortality for a short time to draining people at tenfold the speed.
Powers
Mindflayer powers are divided into two base categories. Passive and active abilities. Passive abilities are all immediately available for purchase, but the active abilities require an ability of the previous stage to be purchased. Active abilities are divided into subclasses, where at the end there will be a strong ability for purchase. Subclasses can contain passive abilities.
Innate Powers
Something something something, blah blah blah, Start with some abilities at the start of the round. Something something something, blah blah blah, Here is a table of what they do.
Name | Upgrade cost | Cooldown | Description |
---|---|---|---|
Swarmprod | 100/150 | 30 Seconds | Has 2 charges. Both charges are needed to stun fully.
Can be used to stun targets. Automatically recharges enough for one hit per 40 seconds. Upgrading increases the rate of charge. |
Quick Reboot | 100/150 | 30 Seconds | Removes any and all stuns and removes 100 stamina damage. Heals brute, burn.
Upgrade reduces cooldown, increases amount of healing, and extends healing time by 2 seconds |
Specializations
Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties.
Passive Abilities
Something something something, blah blah blah, Here is a table of the passive abilities and the relevant information.
Name | Unlock | Upgrade cost | Description |
---|---|---|---|
Armored Plating | 30 | 60/90 | Increases armor by 5. Upgrades increase armor by another 5. |
Fluid Feet | 30 | 60 | Mute your footsteps. Upgrade gives noslip. |
Internal Faraday Cage | 30 | 60 | Resist EMP effects. Upgrade makes you completely immune to EMPs. |
Insulated Chassis | 30 | N/A | Become immune to basic shocks. |
Replicating Nanites | 50 | 100/150 | Gain a passive repairing effect. Upgrade increases healing by 1 brute and burn per tick. |
Enhanced Optical Sensitivity | 40 | 60 | Gives you nightvision. Upgrade gives you thermal vision |
Swarm Absorption Efficiency | 50 | 100/150 | Increases amount of swarms drained per second by 50%. Upgrades increases draining rate by a further 50% |
Reinforced Joints | 50 | N/A | Prevents your limbs from falling off due to damage. |
Telescopic Eyes | 50 | N/A | Allows you to use your eyes as a scope, increasing your viewing range. |
Internal Nanite Application | 40 | 80 | Slowly repair damage done to your organs. Upgrade doubles the repair rate. |
Active Abilities
Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties. Something something something, blah blah blah, Here is a table of the active abilities and the relevant information.
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Destroyer | |||||||||||||||||||||||||||||||||||||||||||||
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